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Messages - joiecito

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1
Thank you very much for that info. Disappointing, but helpful.

2
Mmm, for that particular object I am not using any low poly, I am using the same object for baking everything.
Are you saying I have to bake with designer instead?

3
Mmm, yes and no.
Boosting the quality settings actually fixes the shading seams, but not completely.
And, in fact, those seams are affecting generators. Here you can see the actual object I try to texture, with a generator applied to a layer's mask. The curvature is affected by the UVShells, and shouldn't. Curvature should only be affected by polygon continuity, ONLY.
So I ask again..., what the hell is happening here? (red arrows shows where the mesh UVs are splitted into UVShells):


4
Is this something you are working on fixing for future versions?

The color picker can't go over 1.0 at the moment. If you want to store a bigger value you will have to work around it by using a level or another effect to scale the layer value.

5
Hi there,
I have a serious problem with normals.
I realised because I was texturing a really basic object.
But in order to see exactly what the problem was, I made a simple plane with some divisions and laid out the UV coordinates. Then I took random shells and rotate them 90º:



And exported an FBX with the following settings (pretty standard):



So it looked like this:



Then in painter, I baked all maps and just put a simple fill layer in order to make the object shiny and a bit rough:



As you can see, there are seams between the shells, which are NOT supposed to be. The orientation of the UV shells SHOULD not make any difference, shouldn't they?
And then, I left the shells orientation as they were before rotating them, and you know what?, it now looks correct:



What the hell is going on here?

You have both FBXs attached if you want to test for yourself.

Thanks in advance for any clarification. Surely I am doing something wrong, but I can't imagine what.

6
I've notice that, even when I don't expose $pixelsize at .sbsar export options, it appears when opening in Painter..., How can I force NOT to expose that parameter?
Thanks.

7
Nope.
I had it unchecked. The ones checked were output size and random seed.
Just to be sure I've checked pixel size and MAYA crashed too, so that's not the problem I guess.
Checked and unchecked have the same result: instant fatal error in MAYA.
It works correctly in Painter though.

8
Hi there,
I've done a substance graph, exported to SBSAR and tried to open it in MAYA with the latest plugin.
When I open the attribute editor, MAYA crashes with fatal error.
In one of my tests, I've deleted all the graph outputs BUT baseColor and MAYA worked with no crashes. But since I start exporting with another output aside from baseColor, it crashes every time.
Could you confirm with the attached file?
Thanks in advance.

9
Hi there and sorry if this is newbie question..., I couldn't find any suitable information.
Here is the thing: Designer and Painter only have opacity output, not transparency.
So, If I am making a glass material, I don't want opacity, I want transparency, which you know it is NOT the same:


How do you deal with transparency, either in Designer and Painter?
Thanks in advance.

10
OK, I was overcomplicating things so much. It was as easy as giving the bricks a random grayscale and apply an edge detect after it with the desired thickness.
Thanks anyway! :)

11
Those are GREAT advises, thanks.
It would be cool though, if Painter could add randomness variation each time the texture tiles. So, when you set your texture to repeat three times, each tile would have a different seed value (remembering to have the borders the same for every seed of course).

12
Hi there,
I need some help here with a panels generator I want to try as an excercise.
I've used a bricks node and I want them to have gaps between them. But the panels' numbers can be non uniform, so may end up with a texture with 4x8 panels.
So, I want the interstices to be of the same size vertically or horizontally, like in this screenshot:



How could I do that?
I thought to do a function that could take the ratio between the vertical and horizontal bricks (so 4x4=1 but 8x4=2 and 2x4=0.5) and then use that to multiply the desired thickness by that ratio.
This is my attempt:



My math knowledge is very poor, so any help is appreciated. Thanks

13
Thank you for your help. I'll try to debug the project that way when have time for it.
It would be great if you could just select the error in the log window and it select the ofending resource. Much easier to debug.

14
Substance PainterSubstance Painter - Technical Support - Resources corruption
 on: September 03, 2019, 03:26:58 pm 
Hi there,
My scene doesn't have any problems when saving or working with it, but I constantly get error messages in the log, like this one:

Quote
[Hdf5Archive] Archive '*Scene_RA_01.spp' appears to be corrupted. Cannot read 'resources/0aca33c8910793d78c7bc0ff1bfa6ca3677a8783'

As I said, the file saves OK, but I'm afraid of it getting corrupted in the future.
Any help is appreciated. Thanks.

15
Substance PainterSubstance Painter - Discussions - Re: Bump and HDR export
 on: September 03, 2019, 10:16:03 am 
Yes, the inteded use for displacements is high dynamic unclamped ranges, either HDR or EXR will work great. Any other low range format will clamp values. The question is: why would you create +1 heightmaps if you are not using that range afterwards?

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